All posts tagged AGAL

After all these months without any update for ND2Dx, I decided to take some time and try to package all the modifications I have been doing on it when working on different projects over the past few months. It is not an easy task as lots of things have changed and not everything has been […]

Another preview before I release the new source code on GitHub: 3D transformation are coming back to ND2Dx ! No need to use any kind of new component or whatsoever. It’s directly integrated into Node2D and the new batching system I’m implementing at the moment. You’ll be able to use nodes with 2d and 3d […]

Still working on ND2Dx. Implemented a new direct gpu drawing system (like in Genome2D) and I get over 57.000 rotating sprites at ~50/52fps on my same old system. Using the display list, I now can get near the 30.000 sprites at ~60fps (compared to 21.000 before). Here is a screenshot before I set this up […]

No, I think it’s changing, that’s all. It’s been a long time since I wanted to write this post… Everything is going open-source these days, and some parts of Flash seems to be following the same movement. But is its death the real problem ? Look around you and tell me what you see ? […]

ND2D doesn’t “entirely” support ATF textures (Adobe Texture Format). To solve this problem, just follow those steps: download the latest version of “AGALMiniAssembler.as” actionscript file from Starling: https://github.com/PrimaryFeather/Starling-Framework/blob/master/starling/src/com/adobe/utils/AGALMiniAssembler.as In “Texture2D.as” of ND2D, add a public variable: [sourcecode language=’as3′]public var textureFormat:String = Context3DTextureFormat.BGRA;[/sourcecode] Always in “Texture2D.as“, add the following code in the “textureFromATF” function : [sourcecode […]

I got this error when switching to ATF textures (the new Adobe Texture Format that compresses textures and package it in different format for different systems) in my project. I’m currently using ND2D as a Stage3D framework and it is not being updated anymore. Why do I stick to it is another problem, but I solved it by […]